/****************************************************************************
Copyright (c) 2013-2017 Chukong Technologies Inc.
Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).

https://axmolengine.github.io/

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/

#include "Armature.h"
#include "ArmatureDataManager.h"
#include "ArmatureDefine.h"
#include "DataReaderHelper.h"
#include "Datas.h"
#include "Skin.h"

#include "renderer/Renderer.h"
#include "renderer/GroupCommand.h"
#include "base/Director.h"

#if ENABLE_PHYSICS_BOX2D_DETECT
#    include "box2d/box2d.h"
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
#    include "chipmunk/chipmunk.h"
#endif

USING_NS_AX;

namespace cocostudio
{

Armature* Armature::create()
{
    Armature* armature = new Armature();
    if (armature->init())
    {
        armature->autorelease();
        return armature;
    }
    AX_SAFE_DELETE(armature);
    return nullptr;
}

Armature* Armature::create(std::string_view name)
{
    Armature* armature = new Armature();
    if (armature->init(name))
    {
        armature->autorelease();
        return armature;
    }
    AX_SAFE_DELETE(armature);
    return nullptr;
}

Armature* Armature::create(std::string_view name, Bone* parentBone)
{
    Armature* armature = new Armature();
    if (armature->init(name, parentBone))
    {
        armature->autorelease();
        return armature;
    }
    AX_SAFE_DELETE(armature);
    return nullptr;
}

Armature::Armature()
    : _armatureData(nullptr)
    , _batchNode(nullptr)
    , _parentBone(nullptr)
    , _armatureTransformDirty(true)
    , _animation(nullptr)
{}

Armature::~Armature()
{
    _boneDic.clear();
    _topBoneList.clear();

    AX_SAFE_DELETE(_animation);
}

bool Armature::init()
{
    return init("");
}

bool Armature::init(std::string_view name)
{
    bool bRet = false;
    do
    {
        removeAllChildren();

        AX_SAFE_DELETE(_animation);
        _animation = new ArmatureAnimation();
        _animation->init(this);

        _boneDic.clear();
        _topBoneList.clear();

        _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;

        _name = name;

        ArmatureDataManager* armatureDataManager = ArmatureDataManager::getInstance();

        if (!_name.empty())
        {
            AnimationData* animationData = armatureDataManager->getAnimationData(name);
            AXASSERT(animationData, "AnimationData not exist! ");

            _animation->setAnimationData(animationData);

            ArmatureData* armatureData = armatureDataManager->getArmatureData(name);
            AXASSERT(armatureData, "armatureData doesn't exists!");

            _armatureData = armatureData;

            for (auto&& element : armatureData->boneDataDic)
            {
                Bone* bone = createBone(element.first);

                //! init bone's  Tween to 1st movement's 1st frame
                do
                {
                    MovementData* movData = animationData->getMovement(animationData->movementNames.at(0));
                    AX_BREAK_IF(!movData);

                    MovementBoneData* movBoneData = movData->getMovementBoneData(bone->getName());
                    AX_BREAK_IF(!movBoneData || movBoneData->frameList.size() <= 0);

                    FrameData* frameData = movBoneData->getFrameData(0);
                    AX_BREAK_IF(!frameData);

                    bone->getTweenData()->copy(frameData);
                    bone->changeDisplayWithIndex(frameData->displayIndex, false);
                } while (0);
            }

            update(0);
            updateOffsetPoint();
        }
        else
        {
            _name               = "new_armature";
            _armatureData       = ArmatureData::create();
            _armatureData->name = _name;

            AnimationData* animationData = AnimationData::create();
            animationData->name          = _name;

            armatureDataManager->addArmatureData(_name, _armatureData);
            armatureDataManager->addAnimationData(_name, animationData);

            _animation->setAnimationData(animationData);
        }

        setCascadeOpacityEnabled(true);
        setCascadeColorEnabled(true);

        bRet = true;
    } while (0);

    return bRet;
}

bool Armature::init(std::string_view name, Bone* parentBone)
{
    _parentBone = parentBone;
    return init(name);
}

Bone* Armature::createBone(std::string_view boneName)
{
    Bone* existedBone = getBone(boneName);
    if (existedBone != nullptr)
        return existedBone;

    BoneData* boneData     = (BoneData*)_armatureData->getBoneData(boneName);
    std::string parentName = boneData->parentName;

    Bone* bone = nullptr;

    if (!parentName.empty())
    {
        createBone(parentName);
        bone = Bone::create(boneName);
        addBone(bone, parentName);
    }
    else
    {
        bone = Bone::create(boneName);
        addBone(bone, "");
    }

    bone->setBoneData(boneData);
    bone->getDisplayManager()->changeDisplayWithIndex(-1, false);

    return bone;
}

void Armature::addBone(Bone* bone, std::string_view parentName)
{
    AXASSERT(bone != nullptr, "Argument must be non-nil");
    AXASSERT(_boneDic.at(bone->getName()) == nullptr, "bone already added. It can't be added again");

    if (!parentName.empty())
    {
        Bone* boneParent = _boneDic.at(parentName);
        if (boneParent)
        {
            boneParent->addChildBone(bone);
        }
        else
        {
            _topBoneList.pushBack(bone);
        }
    }
    else
    {
        _topBoneList.pushBack(bone);
    }

    bone->setArmature(this);

    _boneDic.insert(bone->getName(), bone);
    addChild(bone);
}

void Armature::removeBone(Bone* bone, bool recursion)
{
    AXASSERT(bone != nullptr, "bone must be added to the bone dictionary!");

    bone->setArmature(nullptr);
    bone->removeFromParent(recursion);

    if (_topBoneList.contains(bone))
    {
        _topBoneList.eraseObject(bone);
    }
    _boneDic.erase(bone->getName());
    removeChild(bone, true);
}

Bone* Armature::getBone(std::string_view name) const
{
    return _boneDic.at(name);
}

void Armature::changeBoneParent(Bone* bone, std::string_view parentName)
{
    AXASSERT(bone != nullptr, "bone must be added to the bone dictionary!");

    if (bone->getParentBone())
    {
        bone->getParentBone()->getChildren().eraseObject(bone);
        bone->setParentBone(nullptr);
    }

    if (!parentName.empty())
    {
        Bone* boneParent = _boneDic.at(parentName);

        if (boneParent)
        {
            boneParent->addChildBone(bone);
            if (_topBoneList.contains(bone))
            {
                _topBoneList.eraseObject(bone);
            }
        }
        else
        {
            _topBoneList.pushBack(bone);
        }
    }
}

const ax::StringMap<Bone*>& Armature::getBoneDic() const
{
    return _boneDic;
}

const Mat4& Armature::getNodeToParentTransform() const
{
    if (_transformDirty)
        _armatureTransformDirty = true;

    return Node::getNodeToParentTransform();
}

void Armature::updateOffsetPoint()
{
    // Set contentsize and Calculate anchor point.
    Rect rect = getBoundingBox();
    setContentSize(rect.size);
    _offsetPoint.set(-rect.origin.x, -rect.origin.y);
    if (rect.size.width != 0 && rect.size.height != 0)
    {
        setAnchorPoint(Vec2(_offsetPoint.x / rect.size.width, _offsetPoint.y / rect.size.height));
    }
}

void Armature::setAnchorPoint(const Vec2& point)
{
    if (!point.equals(_anchorPoint))
    {
        _anchorPoint = point;
        _anchorPointInPoints.set(_contentSize.width * _anchorPoint.x - _offsetPoint.x,
                                 _contentSize.height * _anchorPoint.y - _offsetPoint.y);
        _realAnchorPointInPoints.set(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y);
        _transformDirty = _inverseDirty = true;
    }
}

const Vec2& Armature::getAnchorPointInPoints() const
{
    return _realAnchorPointInPoints;
}

const Vec2& Armature::getOffsetPoints() const
{
    return _offsetPoint;
}

void Armature::setAnimation(ArmatureAnimation* animation)
{
    _animation = animation;
}

ArmatureAnimation* Armature::getAnimation() const
{
    return _animation;
}

bool Armature::getArmatureTransformDirty() const
{
    return _armatureTransformDirty;
}

void Armature::update(float dt)
{
    _animation->update(dt);

    for (const auto& bone : _topBoneList)
    {
        bone->update(dt);
    }

    _armatureTransformDirty = false;
}

void Armature::draw(ax::Renderer* renderer, const Mat4& transform, uint32_t flags)
{
    if (_parentBone == nullptr && _batchNode == nullptr)
    {
        //        AX_NODE_DRAW_SETUP();
    }

    for (auto&& object : _children)
    {
        if (Bone* bone = dynamic_cast<Bone*>(object))
        {
            Node* node = bone->getDisplayRenderNode();

            if (nullptr == node)
                continue;

            switch (bone->getDisplayRenderNodeType())
            {
            case CS_DISPLAY_SPRITE:
            {
                Skin* skin = static_cast<Skin*>(node);
                skin->updateTransform();

                BlendFunc func = bone->getBlendFunc();

                if (func.src != BlendFunc::ALPHA_PREMULTIPLIED.src || func.dst != BlendFunc::ALPHA_PREMULTIPLIED.dst)
                {
                    skin->setBlendFunc(bone->getBlendFunc());
                }
                else
                {
                    if (_blendFunc == BlendFunc::ALPHA_PREMULTIPLIED && !skin->getTexture()->hasPremultipliedAlpha())
                    {
                        skin->setBlendFunc(_blendFunc.ALPHA_NON_PREMULTIPLIED);
                    }
                    else
                    {
                        skin->setBlendFunc(_blendFunc);
                    }
                }
                skin->draw(renderer, transform, flags);
            }
            break;
            case CS_DISPLAY_ARMATURE:
            {
                node->draw(renderer, transform, flags);
            }
            break;
            default:
            {
                node->visit(renderer, transform, flags);
                //                AX_NODE_DRAW_SETUP();
            }
            break;
            }
        }
        else if (Node* node = dynamic_cast<Node*>(object))
        {
            node->visit(renderer, transform, flags);
            //            AX_NODE_DRAW_SETUP();
        }
    }
}

void Armature::onEnter()
{
    Node::onEnter();
    scheduleUpdate();
}

void Armature::onExit()
{
    Node::onExit();
    unscheduleUpdate();
}

void Armature::visit(ax::Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags)
{
    // quick return if not visible. children won't be drawn.
    if (!_visible)
    {
        return;
    }

    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    if (isVisitableByVisitingCamera())
    {
        // IMPORTANT:
        // To ease the migration to v3.0, we still support the Mat4 stack,
        // but it is deprecated and your code should not rely on it
        Director* director = Director::getInstance();
        AXASSERT(nullptr != director, "Director is null when setting matrix stack");
        director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
        director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);

        sortAllChildren();
        draw(renderer, _modelViewTransform, flags);

        // FIX ME: Why need to set _orderOfArrival to 0??
        // Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
        // setOrderOfArrival(0);

        director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    }
}

Rect Armature::getBoundingBox() const
{
    float minx, miny, maxx, maxy = 0;

    bool first = true;

    Rect boundingBox = Rect(0, 0, 0, 0);

    for (const auto& object : _children)
    {
        if (Bone* bone = dynamic_cast<Bone*>(object))
        {
            Rect r = bone->getDisplayManager()->getBoundingBox();
            if (r.equals(Rect::ZERO))
                continue;

            if (first)
            {
                minx = r.getMinX();
                miny = r.getMinY();
                maxx = r.getMaxX();
                maxy = r.getMaxY();

                first = false;
            }
            else
            {
                minx = r.getMinX() < boundingBox.getMinX() ? r.getMinX() : boundingBox.getMinX();
                miny = r.getMinY() < boundingBox.getMinY() ? r.getMinY() : boundingBox.getMinY();
                maxx = r.getMaxX() > boundingBox.getMaxX() ? r.getMaxX() : boundingBox.getMaxX();
                maxy = r.getMaxY() > boundingBox.getMaxY() ? r.getMaxY() : boundingBox.getMaxY();
            }

            boundingBox.setRect(minx, miny, maxx - minx, maxy - miny);
        }
    }

    return RectApplyTransform(boundingBox, getNodeToParentTransform());
}

Bone* Armature::getBoneAtPoint(float x, float y) const
{
    long length = _children.size();
    for (long i = length - 1; i >= 0; i--)
    {
        Bone* bs = static_cast<Bone*>(_children.at(i));
        if (bs->getDisplayManager()->containPoint(x, y))
        {
            return bs;
        }
    }
    return nullptr;
}

void Armature::setParentBone(Bone* parentBone)
{
    _parentBone = parentBone;

    for (auto&& element : _boneDic)
    {
        element.second->setArmature(this);
    }
}

Bone* Armature::getParentBone() const
{
    return _parentBone;
}

#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT

void Armature::setColliderFilter(ColliderFilter* filter)
{
    for (auto&& element : _boneDic)
    {
        element.second->setColliderFilter(filter);
    }
}
#elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX

void Armature::drawContour()
{
    for (auto&& element : _boneDic)
    {
        Bone* bone                 = element.second;
        ColliderDetector* detector = bone->getColliderDetector();

        if (!detector)
            continue;

        const ax::Vector<ColliderBody*>& bodyList = detector->getColliderBodyList();

        for (auto&& object : bodyList)
        {
            ColliderBody* body                  = static_cast<ColliderBody*>(object);
            const std::vector<Vec2>& vertexList = body->getCalculatedVertexList();

            unsigned long length = vertexList.size();
            Vec2* points         = new Vec2[length];
            for (unsigned long i = 0; i < length; i++)
            {
                Vec2 p      = vertexList.at(i);
                points[i].x = p.x;
                points[i].y = p.y;
            }

#    if defined(__GNUC__) && ((__GNUC__ >= 4) || ((__GNUC__ == 3) && (__GNUC_MINOR__ >= 1)))
#        pragma GCC diagnostic ignored "-Wdeprecated-declarations"
#    elif _MSC_VER >= 1400  // vs 2005 or higher
#        pragma warning(push)
#        pragma warning(disable : 4996)
#    endif
            ax::log("TODO in %s %s %d", __FILE__, __FUNCTION__, __LINE__);

#    if defined(__GNUC__) && ((__GNUC__ >= 4) || ((__GNUC__ == 3) && (__GNUC_MINOR__ >= 1)))
#        pragma GCC diagnostic warning "-Wdeprecated-declarations"
#    elif _MSC_VER >= 1400  // vs 2005 or higher
#        pragma warning(pop)
#    endif

            delete[] points;
        }
    }
}

#endif

#if ENABLE_PHYSICS_BOX2D_DETECT
b2Body* Armature::getBody() const
{
    return _body;
}

void Armature::setBody(b2Body* body)
{
    if (_body == body)
    {
        return;
    }

    _body = body;
    _body->SetUserData(this);

    for (auto&& object : _children)
    {
        if (Bone* bone = dynamic_cast<Bone*>(object))
        {
            auto displayList = bone->getDisplayManager()->getDecorativeDisplayList();

            for (auto&& displayObject : displayList)
            {
                ColliderDetector* detector = static_cast<DecorativeDisplay*>(displayObject)->getColliderDetector();
                if (detector != nullptr)
                {
                    detector->setBody(_body);
                }
            }
        }
    }
}

b2Fixture* Armature::getShapeList()
{
    if (_body)
    {
        return _body->GetFixtureList();
    }
    else
    {
        return nullptr;
    }
}

#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
cpBody* Armature::getBody() const
{
    return _body;
}

void Armature::setBody(cpBody* body)
{
    if (_body == body)
    {
        return;
    }

    _body       = body;
    _body->data = this;

    for (const auto& object : _children)
    {
        if (Bone* bone = dynamic_cast<Bone*>(object))
        {
            auto displayList = bone->getDisplayManager()->getDecorativeDisplayList();

            for (const auto& displayObject : displayList)
            {
                auto detector = displayObject->getColliderDetector();
                if (detector != nullptr)
                {
                    detector->setBody(body);
                }
            });
        }
    }
}

cpShape* Armature::getShapeList()
{
    if (_body)
    {
        return _body->shapeList_private;
    }
    else
    {
        return nullptr;
    }
}
#endif

}  // namespace cocostudio
